/*
 * ****************************************************************************
 * Copyright (c) 2013, Daniel Murphy All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without modification, are permitted
 * provided that the following conditions are met:
 * * Redistributions of source code must retain the above copyright notice, this list of conditions
 *   and the following disclaimer.
 * * Redistributions in binary form must reproduce the above copyright notice, this list of
 *   conditions and the following disclaimer in the documentation and/or other materials provided
 *   with the distribution.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR
 * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
 * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR
 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
 * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY
 * WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 * ****************************************************************************
 */
package org.jbox2d.dynamics

import org.jbox2d.collision.shapes.Shape

// updated to rev 100
/**
 * A fixture definition is used to create a fixture. This class defines an abstract fixture
 * definition. You can reuse fixture definitions safely.
 *
 * @author daniel
 */
class FixtureDef {
  /**
   * The shape, this must be set. The shape will be cloned, so you can create the shape on the
   * stack.
   */
  var shape: Shape? = null

  /** Use this to store application specific fixture data. */
  var userData: Any?

  /** The friction coefficient, usually in the range [0,1]. */
  var friction: Float

  /** The restitution (elasticity) usually in the range [0,1]. */
  var restitution: Float

  /** The density, usually in kg/m^2 */
  var density: Float

  /** A sensor shape collects contact information but never generates a collision response. */
  var isSensor: Boolean

  /** Contact filtering data; */
  var filter: Filter

  init {
    shape = null
    userData = null
    friction = 0.2f
    restitution = 0f
    density = 0f
    filter = Filter()
    isSensor = false
  }
}
